Class - Fiend Slayer
Class - Fiend Slayer
Class - Fiend Slayer
CLASS FEATURES
FIEND SLAYER As a gunslinger you gain the following class features.
The Fiend Slayer Corps is an organization that has existed since
ancient times, dedicating its existence to protecting humanity HIT POINTS
from Fiends. There are hundreds of Fiend Slayers within the Hit Dice: 1d10 per slayer level
organization, however they are not officially recognized by the Hit Points at 1st Level: 10 + Constitution modifier
government. Breathing Styles are swordsmanship styles Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier
practiced and taught by the Fiend Slayer Corps. The Breathing per slayer level after 1st
Styles make use of specific and concentrated breathing patterns,
which increase the user's lung capacity and amount of oxygen in PROFICIENCIES
the blood. This increases the user's physical abilities and mental Armor: Light armor
concentration, allowing them to fight on par with Fiend 's, whose Weapons: Simple weapons, Martial weapons, Nichirin Blades
physical prowess surpass that of the average human. Tools: None
Saving Throws: Dexterity, Wisdom
CREATING A FIEND SLAYER Skills: Choose two from Acrobatics, Athletics, History, Insight,
Intimidation, Investigation, Perception, Stealth, and Survival
As you build your Fiend Slayer, remember that you need to have
had a special kind of training to become one. Usually, a slayer
possesses enhanced strength, speed, stamina, agility, mobility of EQUIPMENT
the joints, or extreme resistance to pain. It's even common for You start with the following equipment, in addition to the
some of the swordsmen in the Fiend Slayer Corps to have equipment granted by your background:
naturally enhanced senses, which they use in combination with • (a) any simple weapon or (b) two daggers
existing breathing styles or to develop new breathing styles. • (a) dungeoneer's pack or (b) explorer's pack
Breathing Styles are specific patterns of concentrated breath • Nichirin Blade, leather armor
used to increase the user's lung capacity and the amount of If you are using starting wealth, you have 4d4 x 10 in funds.
oxygen in the blood. This increase allows the slayer to enhance
their physical abilities and mental concentration, enabling them NICHIRIN BLADES
to fight on par with Fiends, whose physical prowess surpasses
that of the average human. Nichirin Blades are extraordinary swords made specifically for
the Fiend Slayer Corps to slay Fiends. Nichirin Blades are forged
with Scarlet Crimson Iron Sand and Scarlet Crimson Ore, both of
QUICK BUILD which are found on high mountains, which is perpetually bathed
You can make a Fiend Slayer quickly by following these in sunlight throughout the year. Fiend Slayer recruits choose
suggestions. First, Dexterity should be your highest ability score, their ore after successfully passing the Final Selection. The ore
followed by Wisdom. Second, choose the Folk Hero background. will then be used by a swordsmith during the forging process,
and the swordsmith will personally bring the weapon to the
Fiend Slayer.
A Nichirin Blade is most commonly a 1d8 slashing sword with the
Versatile property (1d10) and Finesse property, that weighs
around 1,5 kg (3 lbs). Some of the higher-ranked slayers changed
You adopt a particular style of fighting as your specialty. Choose • You may use dexterity, instead of strength, when determining
one of the following options. You can't take a Fighting Style jump distance.
option more than once, even if you later get to choose again.
You may use this a number of times equal to you Proficiency
• Blind Fighting. You have blindsight with a range of 10 feet. Bonus, and you regain use of this feature at the end of a long rest
Within that range, you can effectively see anything that isn't
behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range,
BREATHING POINTS
unless the creature successfully hides from you. At the 3rd level, you are able to concentrate your breathing to
enhance your physical abilities and mental concentration. Your
• Defense. While you are wearing armor, you gain a +1 bonus to fiend slayer level determines the number of points you have, as
AC. shown in the Breathing Points column of the table. You can
spend these points to fuel various features gained in your
• Dueling. When you are wielding a melee weapon in one hand Breathing Style. You regain all spent Breathing Points at the end
and no other weapons, you gain a +2 bonus to damage rolls with of a short rest or long rest.
that weapon.
Saving Throws. Some of your breath forms require your target
• Interception. When a creature you can see hits a target, other to make a saving throw to resist the attack effects. The saving
than you, within 5 feet of you with an attack, you can use your throw DC is calculated as follows:
reaction to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be Breath form save DC = 8 + your proficiency bonus + your Wisdom
wielding a shield or a simple or martial weapon to use this modifier.
reaction.
BREATHING STYLE
• Protection. When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your reaction Starting at 3rd level, you chose a Breath Style. Choose between
to impose disadvantage on the attack roll. You must be wielding the breaths detailed at the end of the class description. Your
a shield or a simple or martial weapon to use this reaction. choice grants you features at 3rd level and again at 6th, 9th,
11th, 14th, and 17th level.
SECOND WIND
ABILITY SCORE IMPROVEMENT
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus When you reach 4th level, and again at 8th, 12th, 16th, and 19th
action to regain hit points equal to 1d10 + your fiend slayer level. level, you can increase one ability score of your choice by 2, or
Once you use this feature, you must finish a short or long rest you can increase two Ability Scores of your choice by 1. As
before you can use it again. normal, you can't increase an ability score above 20 using this
feature.
ACTION SURGE
EXTRA ATTACK
Starting at 2nd level, you can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional Beginning at 5th level, you can attack twice, instead of once,
action. Once you use this feature, you must finish a short or long whenever you take the Attack action on your turn. The number
rest before you can use it again. of attacks increases to three when you reach 13th level in this
class.
TOTAL CONCENTRATION BREATH
TOTAL CONCENTRATION BREATH:
At 2nd Level, you learn to channel your breathing, strengthening
your body, provided that you aren't wearing medium or heavy IMPROVED
armor or using a shield. As a bonus action, you may enter Total At the 7th level, while breathing is activated, you gain the
Concentration which lasts for 1 minute. It ends early if you are additional following benefits:
incapacitated, if you don medium or heavy armor or a shield. You
can also dismiss the Total Concentration at any time (no action ● Your senses become preternaturally attuned to the scent of
required). You must have this active to use a breath form. During fiends. While you are Breathing, you're able to detect the
this time, you gain the following benefits: approximate number of fiends within 18 m (60 ft) of you by
smell.
• You gain advantage on Wisdom (Perception) checks related to
Fiends. A sense of your choice: smell, hearing, or touch.